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Soft Body Modifier 785
Soft Body Properties rollo ut
Mass—The mass of the soft body in kilograms.
This affects the soft body behav ior upon colliding
w ith other objects, its buoyancy when interacting
with water, and the stretching caused by attached
rigid bodies (page 2–798): the higher the mass of
thesoftbody,thelessstretchinducedbytherigid
body.
StiffnessThe stiffness of the soft body: the stiffer
it is, the harder it is to deform.
Dampi ng—The damping coefficient for the
oscillation of the s oft b ody’s compre ssion and
expansion.
Fr iction Thecoefficientoffrictionforthesoft
body’s surface. As with rigid bodies, this affects
how smoothly the soft body will move relative to
surfaces it’s in contact with. The friction val ues for
both objects are combined to produce a coefficient
for the interaction.
Av o id Se lf - Inters e c ti o ns—When on, the soft body
does not intersect with itself during the simulation.
This results in a more realistic simulation, but can
increase simulation time.
[sof t bod y ty pe]—
Mesh-B asedBy default, soft bodies are
mesh-based - the modifier directly modifies
the underlying mesh. This option is suitable
for most simple objects, such as balls and
bricks. For more complex meshes (greater
than 200 t riangles), however, this approach can
be time-consuming and may slow down the
simulation. A good alternative is to use FFD
soft bodies (page 2–786).
# key f ra mes stor ed—This indicates the
number of keyframes stored for the soft
body, if an y. reactor stores keyframes for the
object if you create a reactor animation, or
useUpdateMAXinthePreviewWindow.
Clea r K eyf r a mes Clears any stored
keyframes for this soft body.
Start With Current State—The soft body
star ts the simulation using the current state
stored in the modifier. This can be useful
if you have, for example, deformed the soft
body in the Preview Window and then
updated the viewport using U pdate MAX.
When off, the soft body w ill start with the
state it had originally (below the mod ifier).
Use S of t S election—Allows you to use soft
selection to smooth the transition between
keyframedandsimulatedverticesforthis
deformable object. For more information,
see Soft Selection (page 2–800).
FFD-Bas ed—Uses the FFD version of the Soft
Body modifier. For more information about